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Lelouch vi Britannia

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Everything posted by Lelouch vi Britannia

  1. Hi Euphy can i ask you about the "Class Specialization" ? its about the additional skill lvls for mage classes and other classes aswell. like for example "Evoker Ring" For High Wizard it has lvl 12 Jupitel Thunder but the wierd part is the cast range when i used lvl 10 the cast range is normal but in lvl 11 and 12 you will get near to the monster before you cast Jupitel Thunder the cast range is gone. This also happend with other Rings with additional skill for ranged skills
  2. yes ive added it in my db folder not in the 2 folders in the db (pre and re) like what i wrote in the item_group_db.txt import: db/item_woe_price.txt
  3. Hi i tryed to make a custom box and follow some guides that i found and here's what i did item_group_db.txt import: db/item_woe_price.txt item_db2.txt 23230,WoE_Price_Box,WoE Price Box,2,10000,,200,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem groupranditem( IG_WoE_Price ),1; },{},{} const.txt IG_WoE_Price 63 item_woe_price.txt 63,7088,10 63,7078,10 63,7083,10 63,7089,10 63,7077,10 63,7090,10 63,7092,10 src/map/itemdb.h #define MAX_ITEMGROUP 63 and also recompile my svn but everytime i use the box i got an "Apple" and also a error shows up in map server [Error]: itemdb_searchrandomid: Invalid group ID 63 can you help me with this ? Thanks in advanced Bump!~
  4. Try to change the Refine Function in npc/merchants/refine.txt in line 565 to 594 // Weapon/Armor Refiners //============================================================ prt_in,63,60,0 script Hollgrehenn 85,{ callfunc "refinemain","Hollgrehenn",0; end; } morocc_in,73,38,6 script Aragham 99,{ callfunc "refinemain","Aragham",0; end; } payon,144,173,5 script Antonio 88,{ callfunc "refinemain","Antonio",0; end; } alberta_in,28,58,0 script Fredrik 85,{ callfunc "refinemain","Fredrik",0; end; } yuno_in01,171,21,4 script Lambert 88,{ callfunc "refinemain","Lambert",0; end; } ein_in01,24,87,5 script Manthasman 826,{ callfunc "refinemain","Manthasman Pruhag",0; end; } lhz_in02,282,20,7 script Fulerr 869,{ callfunc "refinemain","Fulerr",0; end; } Just change "0" to "1" so that the Safe Refine will be on. For an example prt_in,63,60,0 script Hollgrehenn 85,{ callfunc "refinemain","Hollgrehenn",0; end; } Change the "0" to "1" callfunc "refinemain","Hollgrehenn",0; to this callfunc "refinemain","Hollgrehenn",1; you can also make a duplicate refine npc with Safe Refine so that you wont mess the script npc prontera,99,99,5 script Refiner 85,{ callfunc "refinemain","Refiner",1; end; }
  5. Just change this "monster" to "boss_monster" like this example prt_fild00,0,0,0,0 monster Poring 1002,40,0,0,0 to this prt_fild00,0,0,0,0 boss_monster Poring 1002,40,0,0,0 Follow this guide from rAthena Wiki For Normal/Costom/MVP Monster without Tomb Stone map name,x1,y1,x2,y2 monster monster name mob id,amount,delay1,delay2,event For Normal/Costom/MVP Monster with Tomb Stone map name,x1,y1,x2,y2 boss_monster monster name mob id,amount,delay1,delay2,event map name: name of the map. Use /where along with the following coordinates x1: X axis coordinates. It start from the left side of the map, and the higher it gets, the more it gets closer to the right side of the map. y1: Y axis coordinates. It start from the bottom, and the higher it gets, the more it gets closer to the top of the map. x2: X axis coordinates. It start from the left side of the map, and the higher it gets, the more it gets closer to the right side of the map. y2: Y axis coordinates. It start from the bottom, and the higher it gets, the more it gets closer to the top of the map. These 4 coordinates will make a spawn area where the mob will spawn, however it won't limit its movement, so lets say you put 120,150 on the first pair, and 130,160 pair- That's a 10x10 cell area where the mob will spawn randomly. *tip tip* If you are as lazy as me, to set a lot of coordinates for your mob, use 0 on all of them. Since the maps doesn't have a walkable cell (0,0), the mobs will spawn randomly all around the map *tip tip* monster name: The name of the mob you want to be shown (You can also use --ja-- in place of a name to display the name provided in "Japanese Name" from your Mob DB) mob id: the ID of your mob amount: how many mobs you want to be spawned delay1: minimum amount of time before a monster respawns. delay2: maximum amount of time before a monster respawns. delay1 and delay2 are used to define the time it takes for a monster to respawn; in milliseconds. Normal mobs usually have 0 (Instant Respawn), while MVPs have 7200000 (2 hours). If delay2 is greater than delay 1, the mob won't respawn until the map server restarts. event: This piece of code is generally used with addons. Another thing. From what I have read in the /doc/script_commands.txt files, this is the mob lvl, which you can use to change it quickly then @reloadscript to reload it, w/o reloading the whole map server.
  6. You seriously joking right ? That link you have provided is the current script for the Thanatos Tower Quest in rAthena and also same as the other emulators like eAthena, 3CeAM, brAthena and etc.... just check the script and also i have tryed this quest maybe a thousand times. Thanatos Tower Main Script this script is located at npc/quests/thana_quest.txt Thanatos Tower Statue Script this script is located at npc/custom/quests/tha_statues.txt
  7. Did you add your logs.sql ? or added it correctly ? because there is a problem in your "ragnarok.loginlog". Just double check all from the top.
  8. Yeah i know that but some people are to lazy to find it.
  9. Im just thinking if you could separate the Paid Offers from the Free stuffs because its quite messy if you could look in rAthena's Download Section. So that all members will know if that is a Paid or a Free Stuff.
  10. I think Euphy has this and its called Guarantee Refine Ticket
  11. I think you have forgotten to edit your ClassNum ClassNum = viewID if headgear/weapon/robes(garment) put 0 if not for headgear's viewID see accessoryid.lua for weapon's viewID see weapontable.lua for garment's viewID see spriterobeid.lua
  12. Or baka di nya nailagay ung logs.sql kaya ganyan
  13. rAthena has already implemented and added this long long ago. Unless your using eAthena
  14. Maybe the problem is your Increase Headgear View. Because you have mentioned that you change your Headgear View to 2500. I think if you change it to 2000 its will be fine and also this one Change to this [ACCESSORY_IDs.ACCESSORY_HARUHI_RIBBONS] = "_Haruhi_Ribbons", FYI im using 2012-06-18 for about 2 month but i haven't experienced error's like you have. Also im using 2012-04-18 Lub ill gave you a sample custom headgear using 2012-08-16
  15. I think this is a misconfig of your View ID or maybe misconfig of your accessoryid.lua/.lub and accname.lua/.lub. As you can see there is a some sort of a pretzel stick in the character's mouth. So it must be a misconfig, just check your setup if its correct.
  16. If your using rAthena you can find it in your db/re/refine_db.txt // Renewal Version // // Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,... // // IMPORTANT: changing the number of upgrade levels requires modifying MAX_REFINE in status.h // // For armors, values of 100 add 1 armor defense. // For weapons, values of 100 add 1 ATK&MATK. // // Type: // 0 - Armors // 1 - Level 1 weapons // 2 - Level 2 weapons // 3 - Level 3 weapons // 4 - Level 4 weapons // // Stats per level: // This value is applied for every upgrade level. // // Random bonus start level: // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). // // Random bonus value: // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past // Random bonus start level. This is only applied for weapons, and not displayed client-side. // // Chance: // 100 = 100% // // Note: Chances for +11 and higher are not verified - 10% is a rumor from iRO wiki. // A note about renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] equipment DEF) 0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,50:300,30:300,30:400,20:400,10:400,10:400,10:500,10:500,10:500,10:500 // Level 1 weapons 1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,70:0,70:0,50:0,50:0,30:0,30:300,20:300,20:300,10:300,10:300 // Level 2 weapons 2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,70:0,50:0,50:0,30:0,30:0,20:600,20:600,10:600,10:600,10:600 // Level 3 weapons 3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,50:0,50:0,30:0,30:0,20:0,20:900,10:900,10:900,10:900,10:900 // Level 4 weapons 4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,50:0,30:0,30:0,20:0,20:0,10:1200,10:1200,10:1200,10:1200,10:1200
  17. Just put it inside your Custom grf or in your data folder
  18. Another great patch . But wait its a lil bit weird, in the manga series the name of the beholder of Talatusu is "Skurai" but here its "Sakray"?
  19. I guess its the problem is your clientinfo.xml's langtype. Just set it to 1 <langtype>1</langtype> or a misconfig in your data.ini. Just check your data.ini like Brynner said.
  20. Judas is right the Town Information in the map can be translated in System/Towninfo.lub Here is the translated Towninfo Town Info.rar
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